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- ######################## VERSION 1.1.0 #######################
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- # Features
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- * Strike Craft attack behavior was changed
- * It is no longer necessary to control planets to demand them in war, but controlling planets that are set as wargoals now generates more warscore
- * It is now possible to set a custom ruler/heir title for your custom empires
- * It is now possible to write a biography for your custom empire
- * Added an Influence reward for establishing communications, or conversely being contacted
- * Collection of strategic resources on planet tiles is no longer suppressed by buildings
- * Added settings for AI aggressiveness in the galaxy setup screen
- * "Shipwright" mandate for democractic empires has been reworked
- * Added resource reward to Raid on Smugglers event
- * Individualist empires will no longer generate election candidates with slaver mandates, and Individualist Pops are less likely to vote for candidates with slaver mandates
- * Slaver mandate no longer possible if slavery is outlawed
- * It is now possible to set difficulty in multiplayer
- * Symbols of Domination is now available for everyone
- * Platypus species portrait and Paradox empire flag is now available for everyone
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- # Balance
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- # Technology
- * Technology costs now increase by +10% per owned planet (up from +0%) and by +1% per Pop (down from +2%)
- * Unlocking Spaceport technologies now makes you more likely to get research options for new reactor techs
- * Spiritualists and Materialists now get tech progress towards Frequency Tuning for researching Space Whales
- # Ethics
- Fanatic Individualist
- * Pops are now more unhappy in collectivist empires
- * No longer have increased ethics divergence
- Individualist
- * Pops are now more unhappy in collectivist empires
- * No longer have increased ethics divergence
- Fanatic Xenophobe
- * Rivalries now provide 50% more Influence
- Xenophobe
- * Rivalries now provide 25% more Influence
- Fanatic Xenophile
- * Alliance Influence cost reduced by 100%
- * Maximum number of embassies increased by 2
- Xenophile
- * Alliance Influence cost reduced by 50%
- * Maximum number of embassies increased by 1
- Fanatic Militarist
- * No longer gains additional Influence from rivalries
- * No longer have an increased Influence cost for being in an Alliance
- Militarist
- * No longer gains additional Influence from rivalries
- * No longer have an increased Influence cost for being in an Alliance
- Fanatic Pacifist
- * Pops are now more unhappy in militarist empires
- * No longer increases Food output, but rather reduces growth needed for a new Pop by 30%
- Pacifist
- * Pops are now more unhappy in militarist empires
- * No longer increases Food output, but rather reduces growth needed for a new Pop by 15%
- # Components
- * Strike Craft engagement range was significantly increased
- * Strike Craft launch time reduced from 5 to 3 days
- * Fighter movement speed increased from ~2 to 3.5
- * Bomber movement speed increased from 1.5 to 3
- * Chemical Thrusters Chance to Evade reduced from +10 to +5
- * Ion Thrusters Chance to Evade reduced from +20 to +10
- * Plasma Thrusters Chance to Evade reduced from +30 to +15
- * Impulse Thrusters Chance to Evade reduced from +40 to +20
- # Buildings
- * Research Institute modifier to research speed reduced from +10% to +5%
- * Colony Shelter modifier to ethics divergence reduced from +20% to +10%
- * Empire Capital-Complex can now only be built on a capital world
- # Government forms
- Theocratic Republic
- * Additional Core Planets reduced from +2 to +1
- Transcendent Republic
- * Additional Core Planets reduced from +4 to +2
- # Traits
- * Aggressive - fire rate bonus reduced from +20% to +10%
- * Butcher - army damage bonus reduced from +20% to +10%
- * Glory Seeker - army morale damage bonus reduced from +10% to +5%
- # Modifiers
- * Youthful Elite modifier effect on leader lifespan reduced from +50 to +25 years
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- # AI
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- # Misc.
- * Computer-controlled Empires will start outlawing AI over time during a certain Crisis
- * Increased negative opinion scaling for relative power of subjects
- * AI will now colonize far away systems if COLONIZE_NON_ADJACENT define is enabled
- * Fixed a bug where the AI would not use planetary edicts due to too small stockpile cap
- * Empires that were previously controlled by a player (for example if said player drops in multiplayer) will now refrain from making any major changes to the country for a period of 10 years
- * Fixed a bug where AI was modifying their species with bad traits, effectively giving them lots of traits
- * Fixed a bug where military focused sectors would not build military stations
- * Fixed an issue where the AI would not enslave any Pops
- # Diplomacy
- * AI will no longer accept a white peace when they are winning in warscore
- * AI is now more open to trading access, migration rights and (for some personalities) research treaties
- * Fixed a bug where AI would offer peace deals that gave allies' war goals to the player
- * Fixed AI spamming the player with military access offers
- * AI is now more aggressive against easily defeated targets
- # Economy
- * Fixed an issue where the AI would not disband ships even when running a heavy energy credit deficit
- # Sector
- * Respect Tile Resources setting will now prevent sector from building the wrong type of building for a tile regardless of special circumstances
- * Improved the way sectors determine which resources the country needs when constructing buildings
- * Fixed a bug where sector AI would move Pops back and forth
- * Fixed budget issues that were preventing sectors from properly managing spaceports and construction ships
- # Warfare
- * Improved military tactics and handling of units
- * Improved handling of military fleets vs. transport fleets
- * AI now fights Crises
- * Fixed issues where military fleets would not move
- * AI should be better at trying to regain control of occupied planets
- * AI should be better at trying to invade planets taken by ""AI uprisings"
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- # User Interface
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- * Diplomatic notifications and pop-ups have been improved
- * End of combat UI has been improved
- * Colony Ships now show which Pop it is carrying
- * Localization of armor/shield penetration updated
- * If a weapon has both shield penetration and a corresponding reduced damage to shields the two effects are replaced by a single line: "Ignores X% Shields"
- * Habitability icons in galaxy map and systems view have been improved
- * (BETA) Added a new experimental option for GUI-scaling in the options menu
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- # User modding
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- * Ported system for weights/triggers on songs from HoI4/EU4
- * Fixed so that effect set_name can use localization system
- * Moved Domination victory condition into defines
- * Added NOR operator
- * Species Appearance screen is now moddable
- * Species City Appearance screen is now moddable
- * Ship Appearance screen is now moddable
- * Added num_energy trigger
- * Reading a single on_action entry from multiple files will now append the events to the list entry rather than overwriting it. This should allow more mods to be compatible
- * Prescripted countries can now set the attribute "disallow_editing = yes" to disable the edit button in the Empire selection view before game start
- * Added an alert to tell the player that a research field is missing a Scientist
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- # Performance
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- * Optimized daily AI calculations
- * Fixed frame rate drop when having one or more fleets selected
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- # Graphics
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- * Lighting for ship preview images has been improved
- * 8 new event images added to the game
- * Textures for Massive Reptilians have been improved
- * Improved textures for space event assets
- * Optimized textures for event assets
- * Increased texture resolution for ancient drone station
- * Optimized textures for pirate ships
- * Updated textures for generic station
- * Increased texture resolution for AI Core
- * Optimized textures for AI ships
- * Improved texture for Arthropoid colony ship
- * Added cover art for Digital OST
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- # Bugfixes
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- * Military Station maintenance is now correctly discounted by 25% instead of increased by 75%
- * Fixed negative opinion modifiers being applied to owners of planets that the Prethoryn Scourge is purging
- * Extradimensional Invaders should no longer spawn inside Fallen Empire borders
- * Reduced chance of generating the Improbable Orbit anomaly
- * Fixed the Master's Teachings edicts "Philosophical Mindset" and "Warring States" not being applied after event project finished
- * Fixed "Colonial Failure" anomaly event handing out a Colonization tech you already had
- * Fixed an issue with the VO not triggering for the mining station tutorial mission
- * Researched robot Pops are now always listed, but are not buildable if AI policy is set to Outlawed
- * Injured Queen project is now properly cancelled and visual asset removed when another Empire researches it first
- * Species Procurement event chain descriptions now correctly refer to planet names
- * Various localization bugs have been fixed
- * Fixed outdated Avian name list titles in Brazilian Portuguese, French, Polish and Spanish
- * Fixed some faction events not printing planet names properly
- * Loyalist-affiliated candidates now display proper faction names in Election view
- * Fixed observation post events sometimes not printing planet name correctly
- * Changed the way native reservations are placed for colony event related to colonizing planets that have primitive natives
- * Fixed a bug where missiles could appear on the galaxy map
- * Ring World habitability-trait now has proper localization
- * Fixed a bug where Destroyer Assembly Yard didn't require the correct Spaceport level to build
- * Fixed an issue where trait randomization didn't respect opposing traits
- * Fallen Empires are now able to build armies
- * Fixed an exploit where you could reduce the cost of resettlement by moving pops around on the same planet
- * Newly enlightened countries should no longer be despicable neutrals
- * Fixed right click not working to give additional orders while in FTL transit
- * Fixed an issue where embassies and rivalries could remain after an empire was annexed
- * Fixed an issue where you could always enable edicts
- * Fixed Swarm Infestors and Constructors sometimes not reinforcing properly
- * Robot Pops should no longer get shuffled ethics from divergence
- * Heirs now keep the dynasty name of the ruler in monarchies
- * Added missing localization strings for leaders who gained the arrested development trait
- * Fixed Power Overwhelming achievement
- * Fixed Domo Arigato achievement
- * Fixed Elixir of Life anomaly potentially spawning multiple times if not researched
- * Fixed Living Metal deposits not being minable
- * Fixed Sublight Probe event chain sometimes breaking after combat with the Salvage Skippers
- * Fixed being unable to change speed with (-) and (+) on American keyboard
- * Fixed bugs related to Ethics Divergence. Pops should no longer drift to "neutral" ethics. Drift towards empire ethics is slower than drifting away from
- * Fixed a bug where Frontier Outposts in sectors would cost no influence maintenance
- * Fixed a bug where ship_accuracy_add was not being calculated correctly
- * Fixed a bug where assigning ethics to newly generated pops would cause incorrect ethics divergence.
- * Custom ruler and heir titles will now be properly saved and loaded.
- * Fixed armies being stuck on planets
- * Planets recaptured from the AI empire will no longer randomly become Tundra worlds
- * Fixed the AI empire having highly self-destructive ideas about AI legality
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